=== The Ancient and Foul Curse (spoiler) ===
This page explains the effects of The Curse of Topi Ylinen, or the
'Ancient and Foul Curse'. It also describes what can invoke it.
=== What can it do? ===
There are several effects. The first six of these can 'fall
through'. If one of these effects happen, there is a 1/6 chance
that the next effect also happens. That effect could itself fall
through, etc.
After these effects, there is another 1/3 chance of starting the
whole process anew, adding more effects; unless the player has been
paralyzed or cyberdemons were summoned in which case the process
stops.
--- Fall through effects ---
4 in 27 chance: Aggravate monsters. May fall through to:
3 in 27 chance: "hi summon". Summon several strong monsters
or groups of monsters around the player. May
fall through to:
4 in 27 chance: Summon a monster. May fall through to:
3 in 27 chance: Loose 1/16 of your exp. May fall through to:
5 in 27 chance: Paralyze. Players with free action get a
saving throw. Otherwise, paralyze 1d3 turns
with free action, and 1d13 without. May fall
through to:
3 in 27 chance: Decrease a random stat. May fall through to:
1 in 27 chance: Amnesia - forget all. No fall through.
If you don't get the fall through effects, then:
1 in 27 chance: If dungeon level is greater than 65, summon
cyberdemons, and stop the process
2 in 27 chance: Decrease all stats. With each stat decrease,
there's a 50% chance that it decreases again,
etc.
And then, of course, if no cyberdemons were summoned and the player
isn't paralyzed, there is a 1 in 3 chance of doing it again.
=== What can invoke it? ===
1. Equipment that you use may have the ancient curse. Every 10
game turns (1 normal speed player turn), there is a 1% chance
of invoking the curse, for each object with the curse.
2. As one of the effects of releasing wild magic when failing a
Chaos spell.
3. As a posible result of the Trump "Shuffle" spell.
4. There is a trap which first summons 2+1d3 monsters, and then,
if dungeon level is greater then 1d100, invokes the Curse.
Each time the curse is invoked, there's a 1 in 6 chance that
it happens again.
5. Dying Amberites have a 50% chance of putting a Blood Curse on
you. This curses (some of) your equipment and invokes the
Curse 1+1d3 times.
6. As a Chaos Patron 'reward' (either "ty curse", "wrath", or
"piss off").